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Explicitly construct local beatmaps rather than using GetBoundCopy
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@ -27,7 +27,7 @@ namespace osu.Game.Screens.Menu
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/// </summary>
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public bool DidLoadMenu;
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private BindableBeatmap beatmapBacking;
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private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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private MainMenu mainMenu;
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private SampleChannel welcome;
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@ -43,12 +43,12 @@ namespace osu.Game.Screens.Menu
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private Bindable<bool> menuVoice;
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private Bindable<bool> menuMusic;
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private Track track;
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private WorkingBeatmap beatmap;
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private WorkingBeatmap introBeatmap;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, OsuConfigManager config, BeatmapManager beatmaps, Framework.Game game, BindableBeatmap beatmap)
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{
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beatmapBacking = beatmap.GetBoundCopy();
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this.beatmap.BindTo(beatmap);
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menuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice);
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menuMusic = config.GetBindable<bool>(OsuSetting.MenuMusic);
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@ -76,8 +76,8 @@ namespace osu.Game.Screens.Menu
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}
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}
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this.beatmap = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);
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track = this.beatmap.Track;
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introBeatmap = beatmaps.GetWorkingBeatmap(setInfo.Beatmaps[0]);
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track = introBeatmap.Track;
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welcome = audio.Sample.Get(@"welcome");
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seeya = audio.Sample.Get(@"seeya");
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@ -94,7 +94,7 @@ namespace osu.Game.Screens.Menu
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if (!resuming)
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{
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beatmapBacking.Value = beatmap;
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beatmap.Value = introBeatmap;
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if (menuVoice)
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welcome.Play();
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